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Mobile Games:
F2P Monetization
Josh Curtis
BD Evangelist - Latin & North America
josh@chartboost.com
Social Media: joshfcurtis
Dic, 2016
PlatziConf Live
Josh Curtis
BD Evangelist - Latin & North America
josh@chartboost.com | Social Media: @joshfcurtis
300,000+ Games
1 Billion MAUs
3
3
Agenda
1. Industry Overview
2. Make Viral Games
3. Key Monetization Metrics
4. Ad Monetization:
Formats & Best Practices
5. Key Takeaways
Industry Overview
3
5
Industry Size
Source: NewZoo, April 2016
3
6
Industry Size
Source: NewZoo, April 2016
3
7
$655 Million+ and Growing for
Mobile Game Ad Revenue in US (2017)
Source: NewZoo, April 2016
3
8
50% of Ad Revenue from
DATA: Chartboost Advertising, May 2016
50% 50%
United
States
Rest of World
3
9
65% of advertising money
35%
65% iOS
Android
DATA: Chartboost Advertising, May 2016
3
10DATA: Game Sessions
Americas is
50/50-ish
Europe is
Android
Asia: it
depends
But platform varies widely by
51% 49%
Americas
62%
38%
EMEA
47% 53%
APAC
11
How to:
Make viral games
people want to play
12
Influencers & everyday gamers
can show & share items to get
people excited about investing
in the game.
In-App Purchase
Perks
13
Stream-first has become a
genre by itself. Today’s games
need to be designed to be
viewed, not only played.
High Replay Value
14
Competitive and Cooperative
Multiplayer Games
These games are made for streaming,
offering unique scenarios to keep
viewers sharing & coming back for
more.
15
User-Generated Content
Make it easy to inspect or view
the content; this lets the
viewer feel special and get a
shoutout.
16
Established IP / Brand
A strong story allows influencers
and gamers to create a special
bond with the characters,
which keeps users excited to play
and share.
17
Social Meme / Phenomenon
Tapping into a social meme is a
great way to get free publicity
and virality, mobile game
players & others will be
searching the keywords and
excited about the theme already.
18
Design a Viral Game
3) User Gen
Content
4) Competitive
& Co-Op
2) High Replay
Value
1) IAP: In-App
Purchases
5) Established IP
or
Social Meme
Key Metrics for Monetization
3
20
Monetization has 2 key
components
AdvertisingIAP
ARPPU eCPM
95-991-5%
ARPPU ($)
$ Revenue / (# Users
* Payer Rate %)
eCPM ($)
$ Effective Cost Per 1,000
Impressions
=
based off IR, CTR, Ad Bid
eCPM calculated off "Install Rate (IR), Click-Through-Rate (CTR), and the Advertiser bid that reflects the overall competitiveness of the
3
21
Uniques
(DAU + MAU)
# Unique users who use your app
Bootups # of times app is opened up
Impressions # of Ads shown to users
Click-through
Rate (CTR)
% of users who Click or Tap an Ad in
your game
Install Rate (IR)
% of Users who Install an App from
an Ad in your game
eCPM ($)
$ Effective Cost Per 1,000
Impressions =
based off IR, CTR, Ad Bid
Revenue eCPM x # Impressions = Revenue
KEY ADVERTISING METRICS:
Metrics to track monetization
3
22
Example Calculation: Daily Revenue
DAUs 50,000
Impressions 100,000
Ratio Impressions / Uniques 2:1
eCPM ($)
$10 per
Thousand Impressions
Revenue $1,000
CONCLUSION
For $1,000 / Day,
100,000 Impressions
If 2:1 ratio of impressions / uniques:
50,000 Users
REVENUE GOAL: $1,000 / DAY
eCPM ($) x Impressions (#) = $ Revenue $
3
23
eCPM is a Variable
Ratio of Unique Users : Impressions
Ad Formats & Ad Locations
Devices: iOS vs Android vs Tablets, etc
User: Country, Hardcore vs Casual, Genre
Conversion & Ad Engagement Rates
Ad Traffic Sources
Ad Monetization
3
25 DATA: Chartboost Advertising, US, May 2016
3
26
Mobile banners
Lower eCPM
Take up visual & interaction space
Usually not “pretty”
Can work well for certain apps
3
27
Static interstitials
Medium eCPM
Adaptable look & feel
Can be natural
between levels
High Volume of
Inventory
3
28
Animated GIFs
Medium to High eCPM
Adaptable look & feel
Interstitial but with some
cinematic experience
Relatively new format
3
29
Interstitial Video Ads
High eCPM
Can be entertaining
Opportunity to demonstrate or
describe gameplay
Can be skippable
Offers rewarded ad opportunity
3
30
Rewarded Video Ads
Higher eCPM
Same Pros as Interstitial Video
Great Player Experience
Can boost Retention
Rewards Player- relevant reward
and amount (currency, life, skin,
etc.)
3
31
Playable ads
High eCPM
User can experience game
already in ad
Very easy to update and
optimize
3
32
Native ads
Non intrusive
Natural part of
gameplay
Variable eCPM
More Manual to Code In
3
33
eCPM
User experience
Var eCPM
$8 - 15
$6 - 14
$7 - 13
$5 - 10
$2 - 6
DATA: Chartboost Advertising, US, May 2016
$0.50 - $1
3
34 Source: Slideshare 2016
Use the Right Ad Format for your Game!
3
35
Know Your Users &
Create Different Experiences
User Revenue
Frequency of booting up
Devices: iOS vs Android, Phone vs Tablet, etc
User Demographics, Location, etc
Conversion & Ad Engagement Rates
Create extra triggers to test & turn on or off:
Capping, formats, locations
3
36
General Rules of Thumb:
Ad Monetization in Mobile Games
Placement of ad should feel “natural” as part of the gameplay
More Users = More Money from Ads! Scale is important
Show Ads at key game “break” intervals
Choose the right ad formats for you
Focus on sweet spot: Retention + Revenue
3
37
Best Practices Recap
1. Development, design & placement of ad
products cannot be an afterthought
2. Know your users & treat them differently
3. Set up revenue goals for your users
4. Experiment & Optimize: Test, Test, Test!
5. Treat the ads business like a business line:
Invest in it & hold it accountable for revenues
Thank You!
Josh Curtis
BD Evangelist, Latam & US
josh@chartboost.com
LinkedIn: joshfcurtis
Twitter: joshfcurtis

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Platzi Conf Live - Josh Curtis - Mobile Games Monetization - Chartboost

  • 1. Mobile Games: F2P Monetization Josh Curtis BD Evangelist - Latin & North America josh@chartboost.com Social Media: joshfcurtis Dic, 2016 PlatziConf Live
  • 2. Josh Curtis BD Evangelist - Latin & North America josh@chartboost.com | Social Media: @joshfcurtis 300,000+ Games 1 Billion MAUs
  • 3. 3 3 Agenda 1. Industry Overview 2. Make Viral Games 3. Key Monetization Metrics 4. Ad Monetization: Formats & Best Practices 5. Key Takeaways
  • 7. 3 7 $655 Million+ and Growing for Mobile Game Ad Revenue in US (2017) Source: NewZoo, April 2016
  • 8. 3 8 50% of Ad Revenue from DATA: Chartboost Advertising, May 2016 50% 50% United States Rest of World
  • 9. 3 9 65% of advertising money 35% 65% iOS Android DATA: Chartboost Advertising, May 2016
  • 10. 3 10DATA: Game Sessions Americas is 50/50-ish Europe is Android Asia: it depends But platform varies widely by 51% 49% Americas 62% 38% EMEA 47% 53% APAC
  • 11. 11 How to: Make viral games people want to play
  • 12. 12 Influencers & everyday gamers can show & share items to get people excited about investing in the game. In-App Purchase Perks
  • 13. 13 Stream-first has become a genre by itself. Today’s games need to be designed to be viewed, not only played. High Replay Value
  • 14. 14 Competitive and Cooperative Multiplayer Games These games are made for streaming, offering unique scenarios to keep viewers sharing & coming back for more.
  • 15. 15 User-Generated Content Make it easy to inspect or view the content; this lets the viewer feel special and get a shoutout.
  • 16. 16 Established IP / Brand A strong story allows influencers and gamers to create a special bond with the characters, which keeps users excited to play and share.
  • 17. 17 Social Meme / Phenomenon Tapping into a social meme is a great way to get free publicity and virality, mobile game players & others will be searching the keywords and excited about the theme already.
  • 18. 18 Design a Viral Game 3) User Gen Content 4) Competitive & Co-Op 2) High Replay Value 1) IAP: In-App Purchases 5) Established IP or Social Meme
  • 19. Key Metrics for Monetization
  • 20. 3 20 Monetization has 2 key components AdvertisingIAP ARPPU eCPM 95-991-5% ARPPU ($) $ Revenue / (# Users * Payer Rate %) eCPM ($) $ Effective Cost Per 1,000 Impressions = based off IR, CTR, Ad Bid eCPM calculated off "Install Rate (IR), Click-Through-Rate (CTR), and the Advertiser bid that reflects the overall competitiveness of the
  • 21. 3 21 Uniques (DAU + MAU) # Unique users who use your app Bootups # of times app is opened up Impressions # of Ads shown to users Click-through Rate (CTR) % of users who Click or Tap an Ad in your game Install Rate (IR) % of Users who Install an App from an Ad in your game eCPM ($) $ Effective Cost Per 1,000 Impressions = based off IR, CTR, Ad Bid Revenue eCPM x # Impressions = Revenue KEY ADVERTISING METRICS: Metrics to track monetization
  • 22. 3 22 Example Calculation: Daily Revenue DAUs 50,000 Impressions 100,000 Ratio Impressions / Uniques 2:1 eCPM ($) $10 per Thousand Impressions Revenue $1,000 CONCLUSION For $1,000 / Day, 100,000 Impressions If 2:1 ratio of impressions / uniques: 50,000 Users REVENUE GOAL: $1,000 / DAY eCPM ($) x Impressions (#) = $ Revenue $
  • 23. 3 23 eCPM is a Variable Ratio of Unique Users : Impressions Ad Formats & Ad Locations Devices: iOS vs Android vs Tablets, etc User: Country, Hardcore vs Casual, Genre Conversion & Ad Engagement Rates Ad Traffic Sources
  • 25. 3 25 DATA: Chartboost Advertising, US, May 2016
  • 26. 3 26 Mobile banners Lower eCPM Take up visual & interaction space Usually not “pretty” Can work well for certain apps
  • 27. 3 27 Static interstitials Medium eCPM Adaptable look & feel Can be natural between levels High Volume of Inventory
  • 28. 3 28 Animated GIFs Medium to High eCPM Adaptable look & feel Interstitial but with some cinematic experience Relatively new format
  • 29. 3 29 Interstitial Video Ads High eCPM Can be entertaining Opportunity to demonstrate or describe gameplay Can be skippable Offers rewarded ad opportunity
  • 30. 3 30 Rewarded Video Ads Higher eCPM Same Pros as Interstitial Video Great Player Experience Can boost Retention Rewards Player- relevant reward and amount (currency, life, skin, etc.)
  • 31. 3 31 Playable ads High eCPM User can experience game already in ad Very easy to update and optimize
  • 32. 3 32 Native ads Non intrusive Natural part of gameplay Variable eCPM More Manual to Code In
  • 33. 3 33 eCPM User experience Var eCPM $8 - 15 $6 - 14 $7 - 13 $5 - 10 $2 - 6 DATA: Chartboost Advertising, US, May 2016 $0.50 - $1
  • 34. 3 34 Source: Slideshare 2016 Use the Right Ad Format for your Game!
  • 35. 3 35 Know Your Users & Create Different Experiences User Revenue Frequency of booting up Devices: iOS vs Android, Phone vs Tablet, etc User Demographics, Location, etc Conversion & Ad Engagement Rates Create extra triggers to test & turn on or off: Capping, formats, locations
  • 36. 3 36 General Rules of Thumb: Ad Monetization in Mobile Games Placement of ad should feel “natural” as part of the gameplay More Users = More Money from Ads! Scale is important Show Ads at key game “break” intervals Choose the right ad formats for you Focus on sweet spot: Retention + Revenue
  • 37. 3 37 Best Practices Recap 1. Development, design & placement of ad products cannot be an afterthought 2. Know your users & treat them differently 3. Set up revenue goals for your users 4. Experiment & Optimize: Test, Test, Test! 5. Treat the ads business like a business line: Invest in it & hold it accountable for revenues
  • 38. Thank You! Josh Curtis BD Evangelist, Latam & US josh@chartboost.com LinkedIn: joshfcurtis Twitter: joshfcurtis